A modern fantasy role-playing game in two books, espionage thriller and urban horror, based in a streamlined universal system.
A modern fantasy role-playing game in two books, espionage thriller and urban horror, based in a streamlined universal system. Read more
City Limits - Everything Has Changed
UPDATE: Base Rules now available as a free PDF!
Five years ago, the vortexes broke out. Areas of the world – some as large as a small town –changed, no longer accepting the laws of the world as we know it. A harmless one, in Siberia, always has perfectly still air whatever the wind outside. One near Halifax is perpetually dark, and people who approach its center are plagued by grotesque visions. Around the same time, one in ten people reported hallucinations, usually auditory, that accompanied the breakout of unbelievable abilities. Asylums swelled with people who didn’t yet understand what they’d become, and doctors were at a loss to explain the symptoms. The world stumbled, but it’s recovering. In many of the more dangerous vortexes, evacuations have been successful and perimeters have been safely established. Most of the people who began hearing things have settled into their new lives. But it’s not over yet. Scientists are still completely in the dark about the vortexes, and the world’s laws and infrastructure don’t yet fully account for one in ten people possessing superhuman powers. Governments struggle to reclaim lost areas while participating in the biggest arms race since the Cold War. People on the street try to find their footing again, and feel safe in a world where there’s more than guns and knives at play now. Order is a fragile thing.
The same things in the same world can be completely different when the perspective shifts. Those with money and power use magic for their own ends, struggle with each other to control this newfound power. Those without need power to survive a world nobody has figured out yet.
As Above is a supernatural thriller set in the world of governments and corporations, trying to stabilize the new Manifestation Control ability for their own uses. Espionage, counter-espionage, and war are brewing on a brand new field, an arms race in an already destabilized world.
So Below is an urban horror, set in the cities where people not only have to deal with the vortexes, but also with psychic symbionts called Daemons, who have set up residence in their minds and offered them power in exchange for help.
Both books are stand-alone games, complete with the full Mod rules. We'll be offering supplemental versions for people who want both settings but don't want to pay for the base rules twice!
What was your favorite RPG moment?
City Limits is built around the ways people play. Are you a master strategist who enjoys the game most while planning for a major operation? Are you a stunter who loves big, dramatic attacks? Are you an inventory player who lives to hoard potentially-useful items? Every magic type in City Limits is designed to bring about the moments you like the best.
The Daemons include the party's psychic hub, the dramatic technical fighter, the subtle manipulator of fate, the eccentric enchanter, and the idealist avenger.
The MCS-Types include the zealous punisher, the master strategist, the melee maniac, the prescient oracle, and the magic-voiding trickster.
Whatever your favorite moment is, we're prepared to make it happen!
Mod, the backbone of City Limits, is a flexible universal system with no classes and no spells.
Instead, players are given free reign to create whatever character skill sets they like, to specialize in whatever strikes their fancy without having other abilities cut off from them. Melee and magic are not incompatible, stealth and brute force can coexist peacefully, and a noncombatant is perfectly free to pick up a gun if the mood strikes. It's completely up to you.
Spells are player-created from lists of parameters in a flexible, easy-to-use, and balanced modular magic system. Add or remove whatever parameters you like to your spell and change it on the fly as you see fit. You'll always have a spell that suits your style perfectly, and you'll never have to compromise.
We're a small game design team that's been working together for a decade or so now, forged in fun and ready to go. From our college days sitting on the couch and putting together rules for rocketships to today, we're a close-knit team of experts. We have members who've been working in games publishing for years, experience in the publishing and distributing sector, and a finished game ready to go. This system's been thoroughly designed, prepared, and playtested; all we need is money for the art and the physical books themselves. Not only that, but it's not our first manual - our publisher's put together her fair share, and we turned out a manual for a small convention in a month. (Cat stayed up for three days straight and taught herself Publisher when we were all five years younger)
What are we looking for? Just art and printing costs. The game is complete, ready to go except for a few finishing touches.
We can do this! We live for this stuff. Want to lend a hand?
12,000 - Merch
If we make an extra thousand, we've got a helpful little extra planned!
13,000 - Breakthrough
A major event in the game world brings a host of new mechanics and abilities.
15,000 - Adventure
Let's just say we know someone who can get you guys the pro-level adventure you deserve!
17, 000 - Cataclysm
A second major in-world event brings even more to the table.
20, 000 - Omnibus
Both worlds in one beautiful hard-cover book! Including bonus adventures, crossover rules, and more!
Risks and challenges
Risk - Problems with the printer, such as late delivery.
We've made contact with the printer to make sure we have our budget in line, but we've also hedged our bets. In a worst-case scenario, we have backup plans in place to make sure your books are still delivered. PDF copies will, of course, be unaffected.
Risk - Late delivery from contractors (artists, campaign writers, etc)
We're working with people we know and trust implicitly, but things happen. In case of an unforeseen emergency, we'll do everything we can to replace the work that's missing so we can make our November launch as promised.
- (60 days)